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Male Speaker: Welcome to the White Glove Demo for Atlantis. It's a game that gives you the chance to earn fabulous prizes, friends, statues, wins, even M4s. But fail and you will get nothing, but - [water splash] wet. [Robotic voice: you lose]

Yes, the goal of Atlantis is to escape the sinking city with as much stuff as you can, while losing items when crossing open water. To begin, separate the three types of small tiles. Ones with an A back, those with a B back, and water tiles. The path that you will create with these tiles starts at the large tile that represents Atlantis, and ends at the large tile that represents the Mainland. The first half of the path is built with A tiles, and the second half with B tiles. The two halves mirror each other.

So one player can build one side, while another follows along building from the other side. Start by setting the two large tiles about two feet apart. The exact shape of the path doesn't matter, but you will need about a two foot by two foot play area for game setup. Place ten stacks of two tiles leading away from the large tiles. The small tiles should form a single path away from the large tiles. Use A tiles on the Atlantis side, and B tiles on the Mainland side.

Next, place ten single tiles along each side of the path. Then place six more stacks of two tiles on each path. The final stacks in each path should ideally be about one tile apart at the end. Finally, place a water tile between the last A and B tiles that you placed. You have now formed the path that your people will use to flee from Atlantis to the Mainland. One part of the bridge has already crumbled into the water in the center. Place your three Atlantians on the Atlantis tile, and take one bridge piece and set it in front of you. Along the path, you will see seven different colors of objects with a number value between 1 and 7 surrounded by the object's color. These tiles represent items you were trying to keep while escaping Atlantis. The card show a color and object corresponding to the colors and objects on the tiles. Choose a starting player and give them 4 cards. Each other player clockwise will get one more card to start with, than the player to their right. On your turn, you will play one or more cards to move one of your people. You may move any of your pieces that have not reached the Mainland yet.

When you play a card, you may move one of your figures forward along the path always towards the Mainland to the next tile showing that color. If there is no one else on the tile, you stop there. If there is another person on the tile, you must immediately play another card moving forward to the next tile showing the new card's color. You must always end your turn by yourself on a tile. When you finally stop, you will pick up and keep the first tile behind you without a person on it. If there are people behind you, take the open tile behind them. The value of the tile you pick up is the number of points that will be worth; if you have it at the end of the game. If you pick up the last tile on a stack, place a water tile in it's place. At the end of your turn, by default, you will only draw one card to your hand, no matter how many cards you played.

Later in the game, you will draw more cards once your people arrive at the Mainland. We will cover that later. While moving, you may encounter gaps. At the beginning of the game there is one in the middle of the path, and others will open up as tiles are removed. You must pay for each gap that you cross before you claim the tile for your movement. The cost is the smaller value of the two tiles on either side of the gap. You may pay the cost with tiles you have already picked up, and you may also use cards to pay one point per card.

You may combine all of your gap cost together into a single payment, but you do not receive change for overpaying. Instead of paying for a gap, you may place your bridge piece on a gap. This makes the crossing free for you and any pieces behind you. Use it wisely, because you only get one bridge per game. Gaps automatically combine if tiles in the middle are removed, and one bridge will expand to cover any amount of gap. You may find yourself running short of cards at times. At the beginning of your turn, you may cash in one tile for half its value, round it down in cards. If you cannot move it all, because tiles are occupied, or the gap costs are too much, show your hand and draw two cards as your entire turn.

When you get near the Mainland, play a card showing any color not between you and the Mainland, to move to the Mainland tile. You receive the tile next to the Mainland tile when you arrive. If this creates a gap, slide the mainland tile next to the path. There can never be a water gap between the large tiles and the path. You also get to draw one additional card at the end of your turn for each of your people on the Mainland.

So once your first one makes it, you will start drawing two cards at the end of your turns. If you move your third person to the Mainland, you will draw four cards to end your turn, and the game ends. Unfortunately, for the other players, they must move all of their remaining people to the Mainland, paying for all of the gaps they cross, and without drawing tiles or cards. You cannot use your bridges at the end of the game. Your score is the value of your remaining tiles, and one point for each card left in your hand. If you have the most points, you win.

And that's how to play Atlantis. It's a game that plays in 30 minutes or so, and uses easy mechanics to challenge you to recognize opportunities and conserve cards and points. Atlantis should appeal to a wide range of players and don't get wet.